Impressions: Spectre’s November Releases

We’re almost done with the survey – just under 10 slots left before I get to sit down and analyse the results. The form is really short, doesn’t need a login and can be found at https://www.surveymonkey.co.uk/r/2FXWLKF.

In my article on unreleased models written back in October, a big chunk was taken up with three previews spelling out “WHO DARES WINS”.  Well November saw those figures arrive, bringing the latest version of members of the UK’s Special Forces Community to the tabletop.

The big thing about this release is that all the core infantry are sold in the squad packs with any additional support in single figure packs. I think this system works well – it does mean you can’t buy individual figures for conversion work but it prevents you being unable to complete a squad because one of the three pack isn’t available. It also makes buying a starter easier – you can just point at a squad box or two and say “get that”.

SAS Rural Ops

We start with the new SAS Operators ready for an operation in the field. Equipped with body armour, assault packs and sidearms, the team has a good mix of guns ready for any engagements encountered on patrol. Five guys with L119A2 SFW carbines (complete with suppressors, lasers and optics) and a LMG give you your ranged firepower while the team also includes a UGL and a light anti-tank weapon meaning you have a wide selection of tools.

I think that this set shows off the best circumstances for using the squad pack system – a single box that gives you a squad that’s ready to go and get on the table as a pretty reasonable force. The figures are also great showing a lot of detail on each figure.

As an additional option, Spectre are also selling a Marksman to go with the rest of the Rural Ops squad. He is armed with a scoped 417, the perfect DMR to help out the rest of the squad. I particularly like the fact he is sculpted wearing an old style SAS smock to give him some variety. Unfortunately it seems like my DPM job is a bit too similar to my multicam so it can be hard to spot.

SAS Counter Terrorism Assault

 

While the Rural Squad are great for most ops, sometimes you need some guys to take down some doors. The Counter Terrorism Assault Squad is basically the modernised version of the classic black kit. They are wearing Crye gear but most importantly have donned respirators – perfect for defeating CS gas or when you need to assault a villain with a container of pathogen. In terms of gear, they are all armed with suppressed carbines (again with red dots and lasers) and sidearms. There is some nice variation with the tactical gear, with different troopers carrying different arrangements of pouches

One comment about this set is that it would have been nicer to see a figure in this style with some specialised gear such as a breaching shotgun or other device for close quarters combat – as it stands the set is all carbines which doesn’t give you the same options as the Rural Ops pack.

You may noticed I ended up painting them in multicam rather than the black used on the default models. This was just a matter of personal taste and I think it’s better suited for the sort of ops I’ll be using them on in my games.

SAS Counter Terrorism Response

*—————-* ERROR: FILE MARKED TOP SECRET *———————*

… — .-. .-. -.– / –. ..- -.– … –..– / — — -.. . .-.. … / .- .-. . / -. — – / ..-. .. -. .. … …. . -.. / -.– . – .-.-.-

– …. .. … / .. … / .– …. -.– / -.– — ..- / .- -.-. – ..- .- .-.. .-.. -.– / -.. — / – …. . / .–. .- .. -. – .. -. –. / — — .-. . / – …. .- -. / .- / .– . . -.- / -… . ..-. — .-. . / .– .-. .. – .. -. –. / – …. . / .–. — … –

*—————-* DO NOT RELEASE BEFORE: 20/12/2017 *—————-*

Oh, that’s inconvenient. Looks like you’ll have to check back on Wednesday for the details on the SAS Counter Terrorism Response set.


I think this range is pretty great. There are some wonderful details, especially with the new style of heads; the gas mask and face protection (which you’ll see more of on Wednesday) are very different from any of the previous releases and they have turned out really well. I’m looking forward to seeing what other future releases might have a similar look – fingers crossed for some guys in full Hazmat gear. In addition, all of the armament and clothing shows off the quality of the research job on these figures – all the little tweaks to make them look different from the other ranges despite the pieces of common gear.

L-R: US Army Ranger, Task Force Operator, SAS Rural, SAS Assault

As you can see, they fit alongside the other operators pretty well while still looking different enough. This means there are now four collections you could mix and match when trying to build up your Special Forces assault team – perfect if you’re using my Task Oriented Team system. I’d heartily recommend picking these guys up if you want a set of Operators. In fact, the Rural Ops pack is probably the best option for someone just starting to play Spectre.

Battle Report – A Brush With The Law – Spectre Operations

Before we get into the good stuff, I’m running a survey to get some feedback on the blog. This is to help me work out how I can improve it next year. The form is really short, doesn’t need a login and can be found at https://www.surveymonkey.co.uk/r/2FXWLKF. Hurry though, there are only 25 more responses before it closes.

This week’s battle report sees us return to the ongoing campaign in Bazistan. Following the kidnapping of the Geordiestan Ambassador from the Petramco/NZDF force back in September, it’s time to go to the next stage of the operation.

 


The Geordiestan Ambassador has been missing for two weeks. After being kidnapped en route from the airport by an unknown group of militia, intelligence has been working day and night to recover him. Unfortunately, the whims of the Bazistan government has caused this process to be delayed as only Bazi SF can act on any intelligence partner nations provide. A Special Forces team from Geordiestan did arrive in country but was turned round at the airport. Other nations have also been held off, with American, British and Russians all barred from operating legally on Bazi soil.

However, a new piece of information has come to light. Multiple sources point to a group in the badlands bordering Aden which is preparing to move two high value targets out of the country. This compound has attracted the attention of the Bazistan army as well as British Intelligence. Two teams from the SAS (codenamed SABRE and WANDERER) have been deployed to extract the hostages before the Bazistan Army does.


The game takes place in a frontier town in the Badlands of Bazistan, close to the border with the Aden Republic and only a short drive to the Red Sea. Intel had found two target buildings, (the tan coloured ones in the photo above) that were militia strongholds and could be the location of the two hostages. Both buildings would need to be checked. As the game began, the militia were completely unalert – the town is in safe territory and the police hadn’t tipped them off to any possible attackers. The Bazistan Army wouldn’t arrive until later – Bazi SF arriving on turn 2 and the bulk of the force arriving on turn 3.

The forces were simple:

SAS

  • SABRE – 6 Elite operators with usual direct action kit, including a LAW, LMG, UGL and DMR
  • WANDERER – 6 Elite operators in local clothing. Designed for stealth, they also had a SMG, Auto Shotgun and a Airburst grenade launcher

Bazi Army

  • Bazi SF – 6 professionals with modified assault rifles and the usual support items like body armour and medical kits
  • Bazi Motorised – 8 Trained soldiers with Assault Rifles, a MMG and an RPG accompanied by an Elite Special Forces mentor

Militia

  • Three technicals – two with HMG and one with a recoilless rifle
  • Multiple small groups of trained fighters, armed with the usual mix of Assault Rifles, RPGs and MMGs

The SAS came on from the Western board edge, seeking the shortest route to one of the buildings that avoided the patrolling guards. SABRE headed for one of the ruined buildings, aiming to set up a base of fire to assist an assault on Objective Bravo.

WANDERER headed for Objective Alpha, stacking up on the door before breaching into the empty interior. Carefully sneaking around, they headed upstairs. Due to the buildings not including staircases, we added two in opposite corners of the building. Next time I’ll add some markers

Upstairs, they found themselves in the midst of a small collection of insurgents. Taking advantage of their silenced pistols and SMGs, the team took the first shots of the game easily dropping the two fighters inside the main room. After disposing of them and the two RPG gunners on the balcony, only three militiamen knew something was up.

Unfortunately, their intel was faulty – this building was completely clear of hostages. Time to dig in and start covering

Instead, time to focus on Objective Bravo. SABRE moved into an assault position, with the LMG, DMR and UGL gunner digging into the damaged building while the rest of the team prepared to sprint across the road.

Interestingly, they spotted a white SUV moving away from the target building. It seemed to be forming up into a convoy with one of the other technicals.

As turn two began, the first sign of real trouble turned up. Six operatives of the Bazi Special Forces had appeared, moving through the ruins of the African Quarter. They managed to stay relatively quiet, not alerting the militia as they crept into position.

Turn two was pretty uneventful – WANDERER dug in to the building by setting up positions covering the staircases and aiming to cover any assault on Objective Bravo. At the same time, SABRE moved into final positions, with the assault team going into cover behind one of the pickups by the side of the road. By now these actions were starting to concern some of the civilians and it was only a matter of time before the militia was entirely on alert.

Of course, elements of the Bazi 12th Motorised Division have no concept of stealth and rolled onto the board in their BTR80A. This could be a major game changer – the armour would be hard to penetrate while the heavy autocannon would easily cut a swathe through tightly packed squads.

This was the battlefield as the engagement shifted from a stealthy operation into a more kinetic experience. A few other things happened very quickly:

First up, the technical leading the convoy about to escort the SUV away swung round at the sight of the enemy. The M40 recoilless rifle it carried on the back would be one of the main weapons against the enemy AFV.

Two of the local Bazistan police ran forward to see what on earth this military unit was doing here. Once in cohesion range, these two police changed from being ambient civilians to working alongside the military.

As for the militia, they quickly started moving some more assets around. One of the technicals with HMG moved into an ambush position, ready to spring out with the .50cal. Of more immediate danger, a fighter with a RPG-29 moved into position on the balcony and prepared to engage.

Across the road, SABRE waited.

Rolling forward, the BTR was quick to drop the ramp and send deploys its squad of Bazi soldiers. Of note was the fact that they had been joined by an Elite mentor to give them a bit more sticking power in the fight.

Thanks to the massed fire from three separate squads, the Bazistan army quickly started taking a toll on the smaller militia units, pinning them down under massed suppression of simply taking them out.

Meanwhile, SABRE bust into the target building and came face to face with a few surviving militiamen. Ever the professionals, they quick dropped them before pushing forward. From upstairs, they could hear the steady sound of gunfire as the insurgents engaged the oncoming army. The fire managed to down the two policemen and suppress the oncoming soldiers but did distract them from the team of killers slowly climbing the stairs.

At the same time, WANDERER got involved and pulled a cool piece of kit out of the toolbox. Rather than engaging an isolated militia group with carbines, the airburst grenade launcher took aim and sent a single shot flying out across the roof tops.

Safe to say, it was quite effective.

An interesting side diversion was the two police at the end of the map. Rather than meeting up with the Bazi army to begin operations, they instead got stuck in a fight while trying to defend themselves from the militia trying to restrain them.

Back in the fray, the militia were taking a beating with huge numbers of suppression markers. It wasn’t just the Bazi Army – WANDERER were assisting the assault on Objective Bravo by eliminating incoming militia units thanks to sitting on overwatch – the -1 modifier was easily nullified by the optics and high shooting skill.

Meanwhile in the building SABRE rushed up the stairs to be confronted by a stack of insurgents. However, they were ready for this. In went the flashbang.

After a blinding flash and a hail of gunfire, three insurgents lay dead – the other two were to follow in the next turn.

At this stage, the photos dry up but there were a few great events

  • SABRE’s base of fire started engaging the Bazi Army, kill several with a mix of 40mm, LMG fire and DMR shots. However, many more were saved thanks the body armour and personal medkits
  • The BTR and technicals started trading rounds, leading to both parties ending up with no drivers.

However, the big thing was unmasking of the hostage in Objective Bravo revealing the ambassador’s aide. Finally being told that the ambassador was in the quickly escaping white SUV, two members of WANDERER decided to engage. And for the first time this game they actually rolled pretty high on their armour penetration roll leading to this.

The aimed precise shots were a little too effective, with a carbine killing all three passengers in the vehicle with a single burst.

Good job everyone.


Henry Mitchell reports on the situation in Bazistan after the dust has settled

Seeing as the Ambassador is no longer with us, Geordiestan must be furious with everyone involved in this affair from Petramco and the Kiwis to the Bazistan government and the rumoured involvement of British troops. We shall have to see what happens next!

Slightly more concerning is what the rescued aide recounted to the SIS when being debriefed. He overheard his kidnapper mention a safe house they were to be taken to… in the city of St. Davide in Zaiweibo!

The next game will pick up this trail, possibly going for a slightly stealthy mission as intelligence forces seek to discover more information in the land across the Red Sea.


Hope you guys enjoyed the battle report! It was a really good game, where I got to put a lot of toys on the table, hiding the militia in amongst civilians. The most important thing however was that everyone left the table smiling having had one hell of a battle.

Next week we’ll take a closer look at those SAS chaps, along with their more urban focused buddies. There might even be an additional impressions based on another set of figures I’ve recently painted…

Spectre Miniatures Rare Models

Despite Spectre only being around for a few years there are a few models that have achieved collectors status. Be this due to accidents or careful planning, these models are hard to find. That said, if you want to watch eBay or work out what your opponent across the table is using, this article should help you out.

All the photos for this article have been sourced from the Spectre Miniatures website and Facebook pages.

Salute exclusives

The first set we’re going to talk about are those models which were planned to be limited releases. Every April at Salute, Spectre release one or two sets exclusively at the show and in limited numbers in the online store on the same day.

2014 was the year of the Kickstarter. Before its start in May, Spectre attended Salute with demo board, early figures and a freebie. The operator below was for many people the first Spectre figure they owned. Armed with a PDR and carrying tactical kit over civilian clothing, he can be seen as the predecessor to the Agents range. He would also reappear in the kickstarter that year.

2015 (The first year I went to Salute) saw the first event after the launch of the wand the stall had all sort of figures on display (including some still unreleased). This exclusive was the first female figure released by Spectre, ready to work alongside the previous year’s freebie or other intel agents. There are some great details on her, such as the sunglasses tucked into the shirt or the Molle go-bag slung. I decided to tweak mine by adding a shemagh around the neck and I really need to get her painted up.

2016 was a bumper year for Salute releases. Alongside the release of the core packs for the Tier 1 and Agents ranges, Spectre also delivered two exclusive figures.

This juggernaut is perfect for a scenario play, stomping round the board in heavy armour and wielding two long arms. The PKM and shotgun are dangerous combination, especially when backed up by the rest of a Spetsnaz team. coming in the door behind him. Seemingly a habit with my exclusives, I added a visor to juggernaut.

The second figure was designed to work alongside the Agents released on the same day, giving you some sniper cover for your team. She has a really cool pose and again the details are astounding – I’m a fan of the stowed Vector on the side of the pack.

2017 saw me almost knock over the stand in my rush to buy new figures and a few early releases. The first Razors were sold, a few pieces from the terrain range were released (such as the ammo boxes) and this exclusive figure came out.

Rather than being a tweaked figure for an existing range that could sub in, this set is something special. Its much more of a scenario centrepiece, showing an injured operator being carried by his buddy while under fire. There have been some really nicely painted version of this on the Spectre Operations group if you have one and are looking for inspiration.

 

Kickstarter

The main bulk of Spectre’s rare models all come from one place – the original Kickstarter. Starting May 2014, the project was the first many people (including myself) heard about Spectre and it helped to get them off the ground. During the process a total of 28 sets were made available to backers.

As it stands today, many of these figures are no longer available. This was due in part to the original moulds being lost. On the other hand, the core of the African Militia range comes from this release – it’s missing a few of the stranger models (yep, that’s a man wearing a dress as one of the bulletproof militia) but support weapons and crazed gunmen are all there. I originally went in just for the SOF figures and I really regret not picking up the Africans when I had a chance.

There are a few standouts among the list:

The original Delta/US SoF figures were the set that grabbed me and said “The is a range for you”. I think the newer Task Force Operators are a massive step up in quality (and don’t have separate arms that bend or need gluing) but these guys have a certain character to them. Also all the details we know expect from Spectre are there – from the kneepads to the attachments on the SCAR, they look just right. I still really like using them alongside their newer brothers in arms.

Delta in the Kickstarter also included this guy. Ready for breaching duty, he has a MP7 slung at his side with an AA12 out as his primary. He also has a collection of breaching gear on his back. You can see this guy’s concept being updated in the Task Force Operators AA-12 – Alfa figure.

The other pack that grabbed people was the SAS Recce Patrol. Laden down with packs and armed with L119s and various bits of kit, these guys are the forerunners of the SAS Jungle Ops range. There was also the SAS Close Observation Team, which is where the Task Force Operator snipers in ghillie suits came from. Unfortunately, their two buddies with L119s and a UGL got lost in the jungle somewhere.

Something I think is missing from the current range is some private military contractors in the less cutting edge kit, i.e. baseball caps and civilian gear with M4s or AKs. The kickstarter included three packs. The main things with them is that they are wearing non-standard kit but still look like a unit thanks to careful picked similar details.

PMC Alpha is the most modern of the three team. Armed with Vector SMGs and wearing plate carriers over t-shirts, these guys look like a well-funded team ready for a close quarters street fight.

PMC Bravo is a little more heavily armed. Equipped with AKs and various attachments/secondary weapons, these guys would work well as Russian advisors or mercs somewhere from the eastern bloc. You can see little bits of their design being used in the Deniable Ops range. I also need to point out the second figure – another with separate arms, something that drove me mad while assembling them.

PMC Delta is the classic Western Contractor look with M4s, plate carriers and, of course, shades. This pack also includes the AA12; combined with the UGL, it gives the team a nice mix of firepower for such a small team.

Speaking of mercs we come to the biggest kit that was part of the kickstarter – the PMC Technical. This was Spectre’s first vehicle and as you can see, it looks pretty cool. Like with the Deltas, you can see how this was the starting point for the current range of technicals. I’d love to see some parts come out for the current vehicles, letting us add the PKM mount for something a little lower profile than the .50cals.

Something else cool from the Kickstarter was the Weapons Caches. These were small bits to add to the scenery or work as objective markers. I’d love to see an updated version of these.

Early Releases

After the Kickstarter was finished, Spectre setup their webstore and started adding new items in addition to some of the kickstarter sets. Many of these are still available, such as the Task Force Operator Marksmen and Grenadiers. Others however have since left the store.

We’ve seen multiple dog handlers in both the Kickstarter and more recently with the UKSF releases. This guy was designed to fit with the original US SoF, giving them a dedicated dog handler rather than having him tag along with one of the normal riflemen. There is a load of extra detail on him, from his compact 416 to the setup on his rig.

Another set of additions to the US SoF range was this pair of Machine Gunners. The variation in poses and gear are great as usual for Spectre. I still use them and they look great alongside the newer figures.

The final part of the original SAS teams (alongside the Recon guys and the team in ghillie suits) are these operators in civilian clothing. It was quite cool to have the three teams, each with similar guns and heads to represent the same team in different roles.

To backup the SAS guys is this pair of support. Carrying their bergens like the rest of the Recce guys, the marksman and MG bring the team up to six and give you more tactical options.

Something else that happened in the early days of the store was an experiment. Spectre looked into producing high quality resin models and two sets were chosen – the UKSF assault team and a pack of militia that became . Although the results were spectacular in terms of detail, there were some mixed feelings about resin over metal; I personally wasn’t a massive fan having broken barrels much more easily. In the end, metal won out

 

I hope you’ve enjoyed this trip through Spectre’s back catalog. Hopefully when you spot some suspicious characters on an eBay auction, you’ll know a little more about them. It’s also great to look back and see how far Spectre has come – the early models are pretty good but each release includes more detail backed by more research to help bring us the most up to date figures around.

Continue reading “Spectre Miniatures Rare Models”

Impressions: Spectre’s September Releases

September saw a pretty big set of releases for Spectre. With 5 separate sets covering a selection of collections, there really was something in it for everyone. More importantly, it added some more female figures and filled some capability gaps. 

Tier 1 Operator – Delta

 

We start with a new Tier 1 Operator. She looks just like her male counterparts, with SIG MCX, silenced pistol and fast mag equipped battle belt. She fits perfectly into the rest of the range and provides some variety to the squad. I’ve painted her up to match the rest of my Argo contractors (solid colour clothing, tan webbing), but she would also work well in an Agent or other undercover force.

Task Force Operators – Golf

Two more operators to the giant Task Force collection. These two are equipped the same as their colleagues, wearing body armour and fast helmet while carrying carbines with the trifecta of upgrades (red dot, laser and silencer). One is wearing a full size vest while the other just has a chest rig and carrying a kit bag, both packed full of gear. These figures fit

One thing to point out – with the figure with the carbine pointing down, I noticed it was quite easy to bend the weapon back and forth. I don’t think it will snap but it’s something to keep an eye on.

GRU RPG – Alfa

A key capability for any force is the ability to knock out armoured vehicle and fortified positions. Since release, the main way the Russian GRU had to do this was the pump action grenade launcher. Now, a Russian player can pick up this figure and have a light anti-armour weapon perfect for knocking out insurgent technicals or the SUV the VIP is riding in.

I really like this figure – from the crouching pose to slung PP19 SMG, he is spot on for the role. Also there is nothing better than dropping an explosive rocket right on the target

Insurgent Stinger – Alfa

If the GRU RPG was a pretty useful piece of kit, the stinger is going to level the playing field for the OPFOR. In Spectre Operations, MANPADs can prevent airborne off map assets which are often used by the more elite teams (as I know well from the Spectre weekend where a little bird managed to wreck an entire flank). This figure, in balacava, vest and utility trousers, may not have much else but totting the stinger around is a pretty useful task.

As well as being useful against airborne targets, this guy would also be useful as VIP/objective for missions where your SF team is hunting down potentially dangerous gear.

Insurgent Kill Team

The first release in the new Squad packaging is a new team perfect for augmenting your insurgent force. Sculpted moving more tactically than their insurgent buddies, they are armed with tactical AKs, wearing BDUs, plate carriers and comms gear. These guys can form a core of a force, able to mentor your less trained troops or focus on snatching enemy VIPs. In addition, they could also work as special forces from a middle eastern country, ready to work alongside your Western buddies or as Republican Guard infiltrators.

So why the new Squad packaging? In this case, it makes sense to get all the team members togethers giving you a powerful single unit in one go. I can see the format doing well in other situations such as for specific scenarios (VIP + bodyguards) or interesting packs that wouldn’t sell by themselves. Its strange to see Spectre go from packs of four down to two (or one) to suddenly bounce back with these big releases.

Painting Notes

Painting notes, the place where I explain all the painting decisions when it came to getting this article ready. Again, the usual rush to get stuff finished in time for a post. I’m getting better though; this time around the figures were painted Wednesday night mean they were less rushed than usual.

The latest Tier 1 Operator is painted the same way as the other Argo Contractors – block single colour for clothing, tan webbing and a dot of blue for the glasses. She ended up a little darker than her comrades, closer to the other female agents I’ve painted

The two task force operators are also painted similarly to existing figures in my collection.  As they were only wearing tshirts, the trousers had to multicam (using Spectre’s great painting guide) to match the rest of the force. Block colour Tshirts, US field drab for webbing and tan gun parts. The mad rush to

GRU was back to using my Surpat camo. I’m actually happier with this batch than I was with the original GRU figures as I used more green, which in turn made the other colours pop more. I’m tempted to redo the original group, especially as I’m about to paint up the CQB guys in the improved Surpat. Webbing was in Russian uniform.

The stinger wielding insurgent was super easy to do. Nice blocks of solid colour across the different clothing items and then the Agrax wash to dull the colours and make it fit my collections aesthetic (which has been described as having a “Post Gears of War 3rd Person shooter”filter applied)

As I’m using the Killteam to represent Bazi SF, I went for US 3 colour desert camo with painted guns and khaki boots. The 3 colour recipe came from Bolt Action CP on youtube and is super easy to do. They also match up pretty well with the Empress Universal figures I have so mixing in the odd operator to mentor the trained Bazi Army should work well.

Spectre Miniatures Unreleased Models: October 2017

As you may have seen based on the posts, I really like Spectre Miniatures. They make a great set of rules and make some of the coolest figures available to the modern gamer.

Another thing that particularly good about them is how often they post up some previews and show the world what is coming out, fresh from the workbench. Most of these previewed products are released soon after they are shown but amongst them there are a few figures hiding out, biding their time. In this post, we’re going to take a quick look at some of these. The main rule when choosing these early looks is to focus on the physical previews rather than the occasional renders – seeing things in the flesh is always better than a render and are more likely to be released due to the extra amount of work that has been put into them.

Bleeding edge operators WIP..#wargaming #spectreminiatures #spectreoperations #28mm #tabletopgaming

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Going back to October 2015, we have these three operators. They are wielding some pimped out rifles, complete with thermal optics and other attachments. Based on appearances they seem to be SIG MCXs, similar to those used by the Tier 1 operators. Looking at clothing, they are very similar to the Deniable Ops or Agents ranges, although the silenced pistols make me lean more towards the Agents, as the marksmen in that range are also equipped with them.

New African militia on the way #28mm #wargaming #sculpting #modernwargaming #spectreminiatures

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The African militia are among the oldest figures in the Spectre range, with all of them from the original Kickstarter. They are still fantastic models but you can really see the difference in detail and style between the Africans and the more recent releases. However, the Spectre Instagram showed off some WIP models of some new fighters ready to join the militia. This one is wielding an AK and a revolver, marking him out as someone of standing, ideal to be a squad or gang leader. The pose is also much more animated than the older style of model. I’m really excited to see the rest of this release when it finally comes, especially as I have yet to purchase any of this range.

Salute releases off to the casters.. #spectreminiatures #sculpting #modernwargame #tabletopgaming #28mm #wargames

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This requires a bit more of an eagle eye than the others. Before Salute 2016, this preview appeared showing off releases coming soon. Most have since come out (a mixture of criminals and vehicle crew) but there are two interesting figures – you can see both on the left side of the image. Both are armed with Steyr AUGs (one raised and one at rest) and wearing clothes similar to rest of the Criminal faction but we haven’t yet seen them on the store. This is a pretty cool gun to give to that group, especially if you’re wanting some slightly more professional criminals or just really like Die Hard. There is also two crew figures – one on the right side of image with a projectile and the other other crouching on the left.

More new toys with new toys on the way.. #spectreminiatures #spectreoperations #sculpting #tabletopgaming #wargaming

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A more recent preview, these three operators are pretty interesting and also show Spectre are about to go back and add more to some existing ranges.

The top figure looks like he is part of the Task Force Nomad collection, based on the combination of modern gear and traditional Middle Eastern clothing. His weapon, a bullpup Barrett, is also bang up to date and will add some nice long-range precision firepower to the squad.

Bottom left looks to be part of the Tier 1 Operators range (based on the baseball cap and fast mag pouches). The pose is cool but even cooler is his gear. In one hand is a breaching tomahawk, ready to help out your tactical actions or give you an edge in close combat. In his other hand is a SIX12 modular shotgun with an optic. The flat frontend shows it is set up in suppressed format. The level of detail is great as you can even see the three M-LOK holes on it. In related news, I think this is my new favourite breacher figure.

The final guy looks like a Task Force Operator. The weapon is an Ultimax LMG, designed to give MG firepower in a package that handles like an assault rifle. He also has a rucksack on his back.

New MWDs on the way… #spectreoperations #spectreminiatures #wargaming #tabletopgaming

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Much like with the African militia above, Spectre seems to also be revisiting our four-legged friends. Another figure from the original Kickstarter, the dogs were nicely detailed but also pretty static. This updated figure is much more dynamic, looking like he is moving alongside his master.

You can actually see part of his handler. Based on the fast mag holders and the pelvis plate, he is going to be some form of operator although I’m not 100% on which group – some of the detail looks very similar to a new collection that Spectre have been teasing in the past few days.

Speaking of which….

WHO… #spectreoperations #spectreminiatures #wargaming #sculpting #L119A2

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DARES #spectreoperations #spectreminiatures #wargaming #tabletopgaming

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WINS #spectreoperations #spectreminiatures #wargaming #tabletopgaming

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New SAS! From talking to the guys at Spectre, they are really excited about this release having really done the research on what gear is in use. They have all sorts of really cool equipment – some of it close to the Task Force Operators but there are plenty of UKSF specific items. I am particularly excited for the guys in SOTR breathing gear – perfect for CQB operations or (if you fancy a change) hunting zombies!

I am also interested in seeing how they will be released. Comments on the group seem to point to these guys being released in the new Squads packs (as seen with the insurgent killteam) with some specialist support characters sold in the normal blisters.

The armoury grows… #spectreminiatures #spectreoperations #tabletopgaming #wargaming #3dprinting

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As well as figures, the Instagram also includes this picture of 3D printed weapons we can investigate for hints. Spectre’s process is to use CAD tools to design the hard items (like helmets, fast mag pouches and guns), 3D print them and then add them to the greens before being cast as one part. The 3D sculpts are not sold separately so if they have been printed, good chance they are going on a figure.

So far, several of these weapons have been used:

  • The AT4 was part of the stowage kit. That kit also included some LAWs but these were packed up. The one in the picture is unfolded and ready for action, so presumably it will be used on a figure actually shooting it.
  • The Russian anti-material rifle is on the Militia sniper from the August releases.
  • The three RPGs at the bottom were also in the Militia releases from August.
  • The Stinger and Russian LAW (the weapon under the M79) were both used in the September releases for the Insurgents and GRU Spetsnaz.
  • The bullpup Barret has been shown in an unreleased preview (see above)

So what’s left over that hasn’t yet been used? The mix of weapons are unusual, from the high-tech ACR and Scorpion Evo down to the original Scorpion and the M79, making me think we’ll see these items appear across multiple ranges. However, two pairs of weapons are particular interesting. Two Tavors (one standard and one X95) and two Type 97s might show us the arrival of two new SF teams from Israel and China. Of course, these weapons might not be in the hands of state actors so we could see some more heavily armed insurgents, like the pair with F2000s. As someone who used to own one for airsoft, I’m also looking forward to seeing who will be wielding the blooper.

All of these have come from the Spectre Instagram but there was an even better place to see some greens – Salute 2015! My first trip to Salute some me come away with this picture. It’s interesting to see just how much in the image has since been released and also how many haven’t seen the light of day.

So, who came out and can be bought now?

  • Crouching MENA militia marksman
  • Task Force Operator breacher
  • Group of Task Force Operators at the back
  • Criminal with Mac 10 in the foreground
  • Insurgent leader shielding his eyes
  • MENA Militia RPG 29 gunner

Overall, a good number but there are still some guys left. Moving from left to right we have:

  • The moving low marksman armed with a scoped AK.
  • The Indigenous Forces figure, with PASGAT and AK. This is a range that is always exciting as it’s an area that for a long time was not filled with options. I really look forward to this group coming out and it would not surprise me if they are doing some updates to match the more recent changes in equipment.
  • The map using figure who I think was an insurgent. A nice alternative to the combat focused figures, he also makes sense to use as someone who has access to OTAs – checking the grid reference for a mortar strike perhaps?
  • The super early figure at the back – not sure what he would end up being but he was armed with an AK. Possibly a militia fighter?
  • The loader for the RPG 29 – I find it mad that the main gunner came out but his buddy didn’t. This guy would also be great for mounting up on technicals as a loader.

From talking to the guys at Spectre, it seems like they have releases and targets planned out for years to come. They also mentioned that anything shown on the Instagram is probably coming out in the future, they might just be delayed until a good group of figures are ready to be released together. As you can see from the list above, we’ll have plenty of goodies coming our way for years to come.

 

 

 

That said, there is one set of figures I’m still waiting for.

Non-Standard Tactical Vehicles – Building the SF Technicals

When the full details for the SF upgrades to the technicals were announced, I could see that assembling these vehicles ready to support my operators on the field was going to be a fun project. Thanks to sheer variety of stowage and other bits to upgrade them with, building my Non-Standard Tactical Vehicles needed some planning and careful part purchasing. Thanks also to my obsession with interoperability and hot swapping, I also had to work out the best way to mount all the various bits of equipment I wanted to use. This post is going to take a look at my final products packed full of pictures to show them off.

For impressions of the various parts, you can take a look at my multiple impressions pieces covering both the core sets and the new Special Forces upgrades.


Vehicles

With the possibility of two squads needing transport, I decided to pick up four technicals and set them up for SF use. Looking at the parts available, and after adding stowage, each has been assigned a role. As you may notice, the basic vehicles don’t carry cargo for details you can see later.

All vehicles mount the snorkel and bullbar upgrades as well as the upgraded tyres. Additionally, they all have a similar style of paint scheme – block colour undercoat with stripes of tan. The idea behind this was that these vehicles have been modified in theatre, with the main paint scheme having been fresh from the dealership and then hastily painted over to break up the colour. As for painting it, it’s simple and effective to paint.

SF01 – “King”

The first technical finished, and having already seen action in Bazistan, this vehicle is designed to be the command vehicle for the group. Using Technical Bravo as it’s base, SF-01 also mounts the Upgrade Bravo set with the rails and rear mounted fuel tank. As mentioned in the main impressions, this pack isn’t designed for this vehicle but it does seem to work quite well. The vehicle also mounts the Satcom aerial, a spare tyre and rucksack on the rear. To help protect the front, smoke dischargers are mounted in the bull bars.

SF02 – “Queen”

SF02 has another nickname – “Mule”. Using the Technical Alpha as the base, this vehicle is designed as the logistics hub for the group. For this reason, it mounts everything. The racks and fuel tank help to bulk it out but it also has multiple jerry cans, rucksacks and a spare wheel hanging off bits. On top of the cab, the storage rack is designed to be ready for the offensive. A LAW, an AT4 and a pelican gun case help to show off the idea that this is where all the heavy weapons are stored.

SF03 – “Jack”

“Jack” is designed to be a multi-role vehicle. It isn’t the most well equipped vehicle but it provides a good enough platform for whatever is needed. The only upgrade is the storage rack that has multiple different items ready for support. Two LAWs, a rucksack, ammo box, small pelican case and a ration box means this guy is ready for patrol.

SF04 – “Ace”

SF04 is the high-speed off-road part of the patrol. The only additional bit of kit onboard is the multiple smoke grenade launchers. This guy will go everywhere and then get back out of there at a rapid pace. The real reason for no stowage? I’m leaving the roof space free in case a roof rack becomes available. Also there might be more stowage packs filled with new goodies.

Cargo Basing

When buying the technicals, a big thing was to make sure they were modular as far as possible. The main reason for this is that it doesn’t limit me to a specific combination of vehicle + weapon system and so that all the vehicles can be use for scenery without having to explain why the gun crew are not on the map.

Previously, when building the technicals for the militia, I had used several long pieces and various combinations of t-shapes made out of plasticard. However, this lead to some dodgy cutting and a few places where the guns were out of balance and liable to tipping over. This time, I standardised on the I shape throughout. Full size weapon use the entire I, half-size use 3/4s of the I with the remainder having stowage added to it. Mounting the rear weapons on both types of vehicles rely on a few rough cuts to tweak them to fit. This will need to be done by eye as I don’t have exact measurements for it.

A few people asked about a template for this. The reason I haven’t got one is that this, like many things I do, is done by the seat of my pants. Each of the shapes ended up being slightly different . The dimensions are approximately 3.1cm x 4.4cm. To make the I shape, I cut in 0.8cm slots at 1.1cm and 2.9cm. However I recommend you use these as guidelines rather than gospel. Measure carefully and prepare to trim.

The thicker plasticard works wonders but there is one more improvement I’d make. If I had a dremel, I would cut out a slot for rare earth magnets and utilise them for more support. I’d also measure properly,

Guns

The key part of the NSVs and their tabletop use is going to be their heavy weapons. Wanting the greatest selection, I picked up one of each and got to work. As I say in the last impressions piece, I was a little disappointed to see only one crew figure but paint jobs helped to fix that. I also think I maybe shouldn’t have mounted all the weapon on the taller mounts – it looks good when trying to get over the rack but it did lead to some odd positions on the Auto-Grenade Launcher and a really tall stand for the minigun. However, they do look really cool. In addition, the gun mounts also had a few stowage items to make them look used.

Heavy Machine Gun

The classic M2 is back. Having proven it’s worth in its first outing in Bazistan, I’m really happy with this setup. One thing of note, the gunner was painted at speed and so he ended up wearing a version of my ACU camo.

Dual GPMGs

The most “more dakka” of the guns, I really enjoyed assembling this guy. I look forward to him speeding around the board hammering away.

Auto Grenade Launcher

So this was the most troublesome to assembled. Due to the large height of the gun assembly and it’s two-part nature, I ended up with some support issue. To solve this, I had to glue the gunners face to the sight. It just about works but if I was to make it again I’d use the lower height stand and tilt the AGL more.

Minigun

For the minigun, I decided to do something different. I decided to do some tweaks so I could use this setup for a gun truck alongside my Tier 1 Operator models. This required some Green stuff work on the gunner – trimming his helmet off, reforming the shape, adding a head strap for the headphones and then adding a bill on it. I ended up building the shape with a cutout in it to allow me to add the bill. Unfortunately, I only noticed the presence of my finger print on a bit of the putty once I started painting it.

As for the weapon itself, I would again swap out the tall mount for the lower one. It looks great on the technicals with the side panels on but it’s a bit spindly for all other vehicles. However, I am happy with my beginners attempt at conversion.

As you can see, it looks pretty good amongst the contractors. Hopefully it will give them a bit of a firepower boost when up against hordes of militia.

 

Now, that was all the guns that are available from the store. However, I had a few other pieces lying around which meant I could setup another weapon ready for use. I present, the GPMG.

GPMG

By pulling the spare mount from a (now Humvee mounted) minigun and a spare M240 from the razor kit, I was able to get a lighter weapon together. The only major issue was the crewman. Looking through the Task Force Operators range, I eventually found the cheapest option – the single figure using the pirate gun. Combining these two together set up a great tactical combination and a unique weapon for my operators.

Cargo

In addition to the guns, the vehicles need a little extra stowage. This cargo is also great for mounting as an objective. The idea was also to make some that didn’t scream “SF OPERATORS HERE” so they can be used by the insurgents as well.

Full Size

There are two full size cargos. These only fit into Technical Alpha.

  1. A fuel setup with multiple barrels, two storage boxes and a row of jerry cans.
  2. A comprehensive cargo load with a bit of everything. Cargo boxes, ammo cases, cooler box, rugged laptop, rucksack and as a just in case, a M72.

Half Size

There are six half-size cargos. These fit into both vehicles, filling the bay on Bravo and adding more detail to Alpha. These are perfect for mounting alongside a weapon system in Alpha, helping to fill in the empty gap

  1. Generic ammo box and fuel tank.
  2. The car pack is designed to be relatively civilian, with a fuel can, spare wheel and two sand boards.
  3. Generic 2 – Spare wheel, storage boxes, ammo box, pelican box and a rugged laptop resting vertically.
  4. Generic 3 – designed for sitting at the front of Alpha, this one has an ammo box resting on top of where the wheel arch would be. In addition there is a good selection of kit such as a spare wheel, M72, rucksack and jerry can.
  5. Rocket pack – large container (probably full of rockets), ammo box (probably full of warheads) and an AT4 ready to rock
  6. Comms pack – large container, rucksack and three items to form a communication setup (aerial, small pelican case and a laptop)

Final Thoughts

The NSVs help to bring some new to the SF side. A bit more powerful than the Razors yet still ready to race around at full speed to deploy at the right location, the technicals are also a great way to personalise your force. I really recommend doing a little planning before buying in, picking out the right packs of stowage and guns.

The next step? Getting all of these vehicles into a game.

Impressions: Spectre SF Technicals – Initial Thoughts

Earlier this year, I wrote a load of stuff covering Spectre’s first vehicle release for the technical. In it, I commented about miniguns which was a stretch goal from the Kickstarter that was sadly missed, as well as the illusive “Tactical Technical”. Well, it looks like it was merely being sneaky and it is now out as part of this latest release. And oh boy, is there a lot of cool stuff on this release.

Sadly, due to my desire to get the vehicles in a state where I can hot swap the various weapon systems and cargo, I don’t yet have them painted. However I can cover the initial impressions on every part of this release, detailing any issues I may have found during the initial build process and looking at what I like and don’t like. You’ll just have to wait to see the final product.

The Trucks

The vehicles that form the base for the SF Technicals range are the exact same ones released earlier in the year. Alpha provides a larger truck bed while Bravo is a more modern style but has a smaller cargo capacity. When building the kits for the SF vehicles, I assembled the two part chassis and then added the rack behind each cab. The remaining parts were left off to make assembling the upgrades much easier.

A few things have changed with the vehicles since the original release, presumably to ease production and save on material. Technical Bravo is comprised of much less material, with the cab now mostly empty space. The other thing I noticed was that some of the resin was slightly misaligned. This was quickly solved by a quick bath in hot water and some gentle bending.

The Upgrade Packs

The first part to look at when building your new technicals are the upgrade packs. These additions build off the pieces in the main kits and help to make them look more suited for off-road activities or military action.

Alpha

Alpha is perhaps the simplest of the upgrade packs. It’s a pack of wheels, sporting improved tyres. These are a good way of showing off upgrades (such as run flats) or extending the stowage in a vehicle by covering it in spares. These wheels replace the ones from the vehicle packs and come with enough to fully outfit one vehicle and have two left over to mount as stowage or for a gunner to stand on. They are a little bigger than the default wheels so the finished vehicle will be slightly taller than normal.

Bravo

Bravo is designed to make your vehicles really standout from the civilian pickups while also letting you really load it up with stowage. The pack is actually two sets of upgrades in one. The first is a long-range fuel tank. This is assembled around the rear door to the cargo bed. After placing the tank, a cage comprising of three parts is placed around it. The main thing when building it is to make sure the curved edges of the two side pieces clip onto the round sections of the back of the cage (it will make more sense when you are building them). Then simply glue the construction on the back of the cargo bed. If you don’t want the giant tank of flammable liquid behind your operators, the cage could be assembled to hold other stowage such as jerry cans or hard containers.

The other part of the upgrade are the racks that mount on the side of the cargo bed. These create the mounting points for all sorts of gear, from spare tires to sand guards. As well as hosting these bits of gear, the rails could also be used to support plasticard armoured panels if you feel the need to up the protection on your vehicle. I’d recommend putting the vertical part of the mounting area on the inside of the cargo bed (as you can see below) as it looks a little better

The rails mount on both types of chassis but are really designed for the Alpha technical. However, it does also work on the Bravo vehicle as you can see below. In this case, the side rails ended up connecting to the top of the cage around the fuel tank. This style does look similar to some troop carrying pickups you might see in places such as Mexico.

Charlie & Delta

These two packs perform the same role – adding bullbars and a snorkel to both types of the base chassis. These upgrades really add to the off-road style on the vehicles, turning them from a street truck to something you would expect to see bounding through the desert.

Charlie is for the Alpha technical. The pack includes a new bumper that features the bullbars, a snorkel and a roof top storage rack. The bumper fits on really well and I think looks awesome. The snorkel has a notch in the side to help with alignment when placing it, something that is appreciated during construction. However, my favourite feature is the roof rack. It has a slight ramp on the mounting block so it sits flat on the sloped roof and it looks rad. Combined with the stowage pack, you can fill it with all sorts of hard cases, anti-tank weapons and gear (all the goodies a team of operators might need) while leaving most of the cargo bed free for weapon mountings.

Delta is for the Bravo vehicle and contains a replacement lower front and the snorkel. It would have been cool if it came with a roof mounted storage rack to match the other pack of this type but it’s not a deal breaker. Again, the snorkel has a nice notch to help with placement and the resin front end only needed very minor cleanup.

Weapons

Of course, a major part of the latest release is giving you some SF suitable weapons for your new rides to roll around with. You could choose to mount the standard weapons (perhaps if your team is less well equipped) but honestly, there is a minigun option literally right there.

Crew

I hate taking photos of unpainted figures. An ink wash helps!

In every release from any wargames manufacturer there is a slight disappointment and I think this time, the crew selection is the slight let down. When the first technicals came out there was a nice selection of generic crew standing next to the various weapons. For the HMG alone there were two options seemingly designed for it (one shooting and one leaning on the weapon spotting). For the SF release there is only one option – Crew Hotel, an operator in combat gear in the aiming pose. It’s a good basic option but having a second choice (perhaps a character pointing out a potential target or gesturing at some civilian trying to overtake) would be a useful. Even a simple head swap would have been nice. At the same time though, this is probably the most commonly used pose so in the end for many people it won’t matter.

One thing to note is that you will need to carefully bend the arms to line them up to the trigger locations. It requires just a little more force than you would think it would need but the metal Spectre uses is very good at being slightly manhandled.

Common Elements

The new guns listed below share a common feature – the mount. Unlike the pole on the original M2, the new guns use a much more sturdy looking mount. It comes in two heights; the tall one clears the top of cab and allows for a forward fire arc while the other is better for rear or side firing guns. The top of each pole is split in half and matches up to the bottom of each of the weapon assemblies. This requires some patient holding while waiting the glue to dry but seems to work quite well.

No matter what height you choose, both mounts will require that a rear gunner stands on something in order to reach the spade grips. Having seen one of the Spectre models at Cardiff, it seems that a spare tyre is a good option.

M2 .50cal SF

Yep, you can’t release a technical without a 50cal. This one however is rather special. Wrapping the barrel is rail system onto which two attachments have been mounted. On top of the gun is an Eotech style holographic sight (or red dot in Spectre Operations) while underneath is the giant Hellfire torch capable of illuminating targets much further than other light systems. Combined together, these provide a useful setup to pair with the HMG’s lethality and range on the tabletop, letting you engage targets accurately no matter what time of day it is.

Without a doubt this was the simplest weapon to assemble out of the group. The gun is one piece so all it required was gluing it to the mount and it was good to go.

Mk47 AGL

The only thing better than a 40mm grenade launcher is an automatic one complete with rangefinder. An upgrade over the old MK19, the MK47 AGL is the hottest new thing in automatic grenade launchers. With basic stats its great for suppressing large groups of unarmored enemies but the addition of an aiming system (run as either a scope, red dot, thermal sight or some combination of them) really helps to make it a precision area weapon. If you are feeling especially high-tech, the MK47 is capable of programming MK285 rounds to airburst over a target. So if you want to make an opponent cry, mention you want to use those rounds and start dropping grenades every turn that ignore cover saves thanks to the airburst rules.

The gun is made up of three parts – the barrel and main sight piece, the side mounted sight (including rails for other sights) and the stand/ammo box assembly. Glueing these three together required a few tweaks to get them lined up. By default, the launcher is slightly tilted upwards ready to lob rounds at the enemy downrange.

Dual M240

Why have only one medium machine gun when you can bolt two together, stick a sight on one and then add a chute for spent shell casings? Like the SAS jeeps from WW2, the simplest way to increase firepower on a mount is just to double what you have. The MMG is a good gun to begin with thanks to Sustained Fire and a 3+ lethality but turning it into a dual weapon means double the shots. Add to that a scope/red dot and you’ve got a great weapon for engaging infantry.

Building the gun was the most fiddly of them all, consisting of five parts. The two ammo boxes clip on the outer edges while the guns themselves fit into the slots in the lower mount. This mount then attaches to the tower using the usual method. As always, do a dry fitting run before getting the super glue out.

Now if only there was another way to get a ton of shots on targets…

M134 Minigun

Okay I’ll admit, this is something I’ve wanted since the kickstarter. Miniguns in all their forms are super cool and having one on the wargames table is just too tempting. Assembly is relatively simple despite the multiple parts. The gun sits in an arm that attaches to the column. As well as this, there is an optional red dot to mount on the rail on the top of the gun itself and two parts to form the ammo supply. The belt is the usual strip of metal that can be freely trimmed and twisted to line up with the large ammo box.

As an aside, one of my favourite things about the separate weapons that Spectre produces is the fact I can use them elsewhere. I have two Empress Humvee where I have replaced the gun mount with a magnet. Combined with Spectre’s stock of guns, this means I can swap out the standard M2 HMG for a DsHK (for when the Bazistan Army gets to use them) or, as you can see, for a Minigun. This versatility means you don’t have to buy 101 different vehicles for all the combination of weapons you might want, instead only needing as you might want to be on the tabletop. One thing with the Minigun, I had to trim some areas so it would fit properly on the magnet and trying to fit the ammo box in the turret is going to be hard.

In game, the minigun is a nightmare to go up against, no matter what the ruleset. Spectre Operations gives it 6 shots a turn that let you roll through a squad and easily put on the suppression. 3+ lethality and a decent range interval finish off a good package, espeically if you add a red dot.

Stowage

This release didn’t include any new stowage options (other than the new tires). However, last month we got Stowage Alfa which is packed full of stuff to cover your vehicle in. You could use the Razor stowage packs but they are not really designed for this style of vehicle.

If you want more details on Stowage Alfa, you can find my impressions here.

Final Thoughts

I ended my post on the initial Spectre Technical release by saying “The Spectre technicals are a great start to a new range. Apart from the minor issues, all the models are beautiful to behold and will be fantastic additions to anyone’s collection.”. It’s safe to say, the same idea carries on here.

With the second major release there are now a collection of parts that let you take that initial release and direct it to be more suitable for a different use. Although designed for Special Forces teams, the upgrades mean the vehicles can now be used for other groups (such as well-trained OPFOR, contractors or cartel members wanting a cool off-road vehicle) by simply varying many upgrades and how much stowage you add. There are a few tweaks I would make (more crew options, stowage racks for Technical Bravo) but these can be easily be added in future releases. For now though, all the new bits open up a world of exciting possibilities. I can’t wait to see the sheer variety of vehicles people come up with.


So now I’ve done the initial thoughts, it’s time for me to do the fun stuff and start finishing them. There will be a whole post on the process of getting the group of vehicles finished in the next few weeks. The main delay is setting up the series of plasticard bases that will let me swap guns and cargo sections between vehicle while hopefully looking better than the first version used for the militia. In addition, the militia equipment is being rebased and repainted after they got banged up during the trip to Cardiff. So keep your eye on the blog for more stuff on Spectre Miniatures releases and all things dedicated to ultramodern wargaming.

Impressions: Spectre July 2017 Release

The end of July saw a new release to expand Spectre’s MENA Militia range. These new figures are designed to give your militia a bit of an edge, either by adding some tougher guys or bringing some new gear to the party. If you’re building a militia force, these fighters are a must buy.

Militia with Assault Rifles

Ready to add to the bulk of your force, these guys look hard as nails. The new packs (MENA Militia Echo and MENA Militia Foxtrot) both contain figures armed just with a standard assault rifle. However, they have a very different look to them making them perfect for use as squad leaders or better trained fighters, characters that need to stand out slightly in the middle of a battle. In particular, I think the guy with the baseball cap would work really well as a local contact or fixer for your CIA agent in the field thanks to the combination of traditional and western clothing. I also really like how they are wielding folding stock AKs rather than the standard version, ideal for urban guerrillas engaged in CQB.

Militia with RPG

One of the great things with the RPG-7 is the variety of warheads available. Up until this release, the only options with models were either the standard HEAT round or the tiny AP warhead. The two new miltia RPG packs (MENA RPG Bravo and MENA RPG Charlie) help to expand the munitions available to wargamers. Three of the four warheads are variations on HEAT rounds, however all of them are much more modern or unusual (some of them look like the Iranian NAFEZ and Slovakian PG-7M). The fourth figure carries a thermobaric round, superb at destroying bunkers and buildings.

Out of the four figures, one of them looks very similar to the rest of the MENA militia range, clad in his t-shirt, but he holds his RPG and ammo in a very different pose. . The others look much more unique, providing some improved weapons for when you need to knock out the enemy vehicles or clear a fortified position. Spectre doesn’t currently have any new rules for improved or more modern HEAT rounds but expect cool things in an upcoming supplement.

Militia Sniper with Anti-Material Rifle

I have a pet peeve with the model industry when it comes to prone figures. With most games I play focusing on real line of sight, having a figure being much lower than any other can be real paint. Additionally, a prone figure can a pain to base. They can’t do much about the figure being hard to spot, but Spectre have done something clever with the posing on this prone sniper (MENA Militia Sniper Alfa). By having him lying on his side, the sniper fits more easily on a round base, a look that is closer to the various other weapon teams. To help fill in the base, I ended up adding some MDF offcuts to form some rubble.

In terms of armament, the Militia Sniper is using a Russian Anti-Material rifle. This is another weapon which should help even the odds when going up against lightly armoured vehicles or troops in cover. In Spectre Operations, the Anti Material Rifle has several useful special rules such as Armour Piercing, Frag and Incendiary that make it a real terror. Alternatively, you could choose to downgrade it to a Heavy Sniper rifle which is still a massive threat to anyone who crosses the shooter’s line of sight.

Painting Notes

As with the rest of my Militia guys, the painting plan is to use a mixture of earthy colours with an occasional bit of camo or colour. I ended up just using the earthy colour. There is a lot of black on these figures so my tactic of Black then a drybrush of Basalt Grey was in full effect. The big change was a new colour for the wooden sections on the AKs and RPGs. Rather than using GW’s Rhinox Hide, I tried Valejo’s Cavalry Brown. After my initial panic, the final effect works very well.

 

One thing I did notice was one of the models had a bit of flash that needed cleaning up. It’s unusual to see on Spectre models but with the pattern on the jacket it’s easy to see how it happened. A quick file and the pattern is gone.